

Thunderbolt Missile Swap
#1
Posted 15 October 2013 - 04:03 PM
#2
Posted 15 October 2013 - 04:22 PM
Edited by BigTaeng, 15 October 2013 - 04:23 PM.
#3
Posted 20 October 2013 - 03:48 PM
Edited by Lord Umbra, 20 October 2013 - 03:50 PM.
#4
Posted 20 October 2013 - 04:17 PM
#5
Posted 20 October 2013 - 04:17 PM
#6
Posted 20 October 2013 - 04:20 PM
I was able to fix it by filling all the empty slots with heatsinks and stuff, then saving. It didn't have any room to move the stuff around, then I just rebuilt it normally and it worked fine.
#7
Posted 20 October 2013 - 04:42 PM
If that's the case, I can totally understand that. Yes it can be frustrating, even more so when it seems like it's getting "ignored" by the devs, but I think everyone here can see the logic of not devoting time and resources to fixing something twice, when they're already racing to catch up on other things. Yes, in a perfect world it'd already be fixed and everything would be wonderful, but it's not a perfect world, and languishing on what could've been doesn't do a dam thing to help you out where you are now.
Once again, communication is key. A simple nod from the devs would do a great deal just to let people know that they know about it, and are working to fix it. Essentially, letting the player-base know that the devs aren't okay with it either.
#8
Posted 20 October 2013 - 11:07 PM
It is most annoying with missiles being swapped to places with insufficient tubes to launch all in a single salvo...
#9
Posted 21 October 2013 - 10:56 AM
The solution to this is as follows:
Step 1) Slot racks into the 'mech in the order you want.
Step 2) Save the configuration and leave the Mechlab.
Step 3) Return to the Mechlab and open the 'mech.
Step 4) If the missile racks are not in the order/tubespace you want them in, remove them and sell one of the racks.
Step 5) Repeat steps 1-4 until you return to the Mechlab to find that the racks are in the right order and the missile tube sets are set up the way you wanted them.
If you're finding this a huge obstacle, then just make a mental note to sell off all missile racks out of freshly-acquired 'mechs and buy new ones when you go to edit a loadout.
#10
Posted 21 October 2013 - 11:50 AM
Hopefully they will let us choose the actual hardpoint we want to put a weapon in at some point, not just show a listing of how many hardpoints are left available.
#11
Posted 21 October 2013 - 12:04 PM
This means I then build up the earnings to have a little leeway on things, which is necessary given I can't afford to spend Real Money on 'mechs for this game. That then gets a small bonus when I sell off the 'mech- after stripping out the important bits (valuable weapons, ammo, equipment, and in many cases the engine) and lets me maintain a steady stock of spare bits lying around to sell or reorganize as needed when assembling a 'mech.
....of course, it helps that I don't make 'boat' builds very often and so rarely have issues like 'my LRM-15 is falling under my LRM-10'.
Edited by Elli Gujar, 21 October 2013 - 12:04 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users